You could also just create an alias for those characters, and have a condition requiring your quest be past that stage for that alias to take effect.
1) Have the campsite initially disabled and enable parent on all the parts to an XMarker. Then, in the quest stages papyrus, enable that XMarker (and the campsite is there) at the time you want in the stage progression, then advance the quest by a stage (just leave it blank, it is just so the alias packages load right).
2) Make an alias for all of your characters that takes effect after the second stage is reached, and use
" Alias_
CharacterAliasNameHere.GetRef().Moveto(Alias_
LocationAliasNameHereLocREF.GetRef()) "
This moves the character that fills the character alias (CharacterAliasNameHere) to the location alias (LocationAliasNameHere).
A word of warning though, when you create character aliases, those characters
MUST be enabled prior to the quest starting (otherwise the quest just won't start). And, since they must be enabled, you need a place to hide them before they fill that alias. If you want them doing something before they fill the alias then do that, but if you want them to only show after a certain point, hide them somewhere and give them a 'stand' package or something.
These pages are handy references:
http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest
http://www.creationkit.com/Bethesda_Tutorial_Creating_an_Actor
http://www.creationkit.com/Bethesda_Tutorial_Quest_Aliases
http://www.creationkit.com/Bethesda_Tutorial_Basic_Quest_Scripting
http://www.creationkit.com/Category:Script_Objects
http://www.creationkit.com/Category:Events
Sorry for the link dump
